Difference between revisions of "Robots"
(Removed a false bug. If a Heavy with his a melee weapon taunts with the bomb, than it uses a melee taunt, not a primary taunt.) |
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One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the [[Sentry Buster]] and the [[Tank Robot|Tank]] (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost. | One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the [[Sentry Buster]] and the [[Tank Robot|Tank]] (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost. | ||
− | Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying | + | Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying [[Teleporter]]s if they are not in the way. They are also completely oblivious to [[Cloak|cloak]]ed and [[Disguise Kit|disguised]] Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do, however, always notice when a Spy is on fire. |
− | Robots can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to | + | Robots can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to cluster in front. |
Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the [[HUD]] indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with [[Media:Mvm warning.wav|an accompanying sound cue]], and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter. | Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the [[HUD]] indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with [[Media:Mvm warning.wav|an accompanying sound cue]], and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter. | ||
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| style="border:1px solid #333;" | [[Rocket Launcher]] | | style="border:1px solid #333;" | [[Rocket Launcher]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Can fire rockets. | + | * [[Rocket Launcher|Can fire rockets]]. |
* Runs slower than the majority of robots (80% speed). | * Runs slower than the majority of robots (80% speed). | ||
* Attacks in groups. | * Attacks in groups. | ||
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| style="border:1px solid #333;" | [[Flame Thrower]] | | style="border:1px solid #333;" | [[Flame Thrower]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Uses Flame Thrower to attack up close. | + | * Uses the [[Flame Thrower]] to attack up close. |
* Can deal [[afterburn]] damage with flames that have made contact with players. | * Can deal [[afterburn]] damage with flames that have made contact with players. | ||
* Can [[airblast]] rockets back at players, including [[Sentry Gun]] rockets. | * Can [[airblast]] rockets back at players, including [[Sentry Gun]] rockets. | ||
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| style="border:1px solid #333;" | [[Grenade Launcher]] | | style="border:1px solid #333;" | [[Grenade Launcher]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Uses Grenade Launcher to kill multiple enemies from a distance. | + | * Uses the [[Grenade Launcher]] to kill multiple enemies from a distance. |
* Runs slightly slower than other robots (93% speed). | * Runs slightly slower than other robots (93% speed). | ||
| style="border:1px solid #333;" | 175 | | style="border:1px solid #333;" | 175 | ||
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| style="border:1px solid #333;" | [[Minigun]] | | style="border:1px solid #333;" | [[Minigun]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Uses Minigun to deal large amount of damage to nearby players. | + | * Uses the [[Minigun]] to deal large amount of damage to nearby players. |
* Runs slower than all robots (77% speed). | * Runs slower than all robots (77% speed). | ||
| style="border:1px solid #333;" | 300 | | style="border:1px solid #333;" | 300 | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Spawns by teleporting onto the map near the bomb. | * Spawns by teleporting onto the map near the bomb. | ||
− | * Builds a | + | * Builds a [[Teleporter]] Exit that acts as a forward spawn for the other robots. |
− | * Builds and maintains a Sentry Gun to guard the | + | * Builds and maintains a [[Sentry Gun]] to guard the [[Teleporter]]. |
− | * Support role only. A notification is always shown when an Engineer enters the map or its | + | * Support role only. A notification is always shown when an Engineer enters the map or its Teleporter is built, and its entrance is announced by the [[Administrator]]. Killing one results in being notified if its Teleporter is still active. |
* Other Engineers also exist that have less health, do not teleport in, and in some cases do not build Teleporters. | * Other Engineers also exist that have less health, do not teleport in, and in some cases do not build Teleporters. | ||
| style="border:1px solid #333;" | 500 or 275 | | style="border:1px solid #333;" | 500 or 275 | ||
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| style="border:1px solid #333;" | [[Sniper Rifle]]<br>[[Kukri]] | | style="border:1px solid #333;" | [[Sniper Rifle]]<br>[[Kukri]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Uses Sniper Rifle to deal a large amount of damage (and possibly an instant kill) to players. | + | * Uses [[Sniper Rifle]] to deal a large amount of damage (and possibly an instant kill) to players. |
− | * Uses Kukri to deal damage to nearby players. | + | * Uses [[Kukri]] to deal damage to nearby players. |
− | * Cannot headshot. | + | * Cannot crit on headshot. |
* Sniper Rifle emits a laser to give away the Sniper's position. | * Sniper Rifle emits a laser to give away the Sniper's position. | ||
* Support role only. A notification is always shown when a Sniper enters the map. | * Support role only. A notification is always shown when a Sniper enters the map. | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Spawns from the players' side of the map. | * Spawns from the players' side of the map. | ||
− | * | + | * [[Disguise]]s as players to fool them. |
* [[Backstab]]s players from behind, usually while disguised. | * [[Backstab]]s players from behind, usually while disguised. | ||
− | * Cloaks with the Invisibility Watch to avoid detection. | + | * [[Cloaks]] with the Invisibility Watch to avoid detection. |
− | * Saps [[Engineer]] [[building]]s with the Sapper. | + | * Saps [[Engineer]] [[building]]s with the [[Sapper]]. |
− | * Uses the Revolver to shoot at players when discovered. | + | * Uses the [[Revolver]] to shoot at players when discovered. |
* Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing one results in being notified of how many Spies are left. | * Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing one results in being notified of how many Spies are left. | ||
| style="border:1px solid #333;" | 125 | | style="border:1px solid #333;" | 125 | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * | + | *Knocks back players to advance the front lines. |
|- | |- | ||
| style="border:1px solid #333;" | {{Robot icon|scout jumping|alt=Jumping Sandman Scout|link=Scout Robot#Jumping Sandman Scout}} '''[[Scout Robot#Jumping Sandman Scout|Jumping Sandman Scout]]''' | | style="border:1px solid #333;" | {{Robot icon|scout jumping|alt=Jumping Sandman Scout|link=Scout Robot#Jumping Sandman Scout}} '''[[Scout Robot#Jumping Sandman Scout|Jumping Sandman Scout]]''' | ||
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| style="border:1px solid #333;" | [[Flare Gun]], [[Detonator]] | | style="border:1px solid #333;" | [[Flare Gun]], [[Detonator]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Able to attack outside of | + | * Able to attack outside of Flamethrower range. |
− | * Deals | + | * Deals Crits and Mini-Crits against a burning target. |
| style="border:1px solid #333;" rowspan="3"| 175 | | style="border:1px solid #333;" rowspan="3"| 175 | ||
|- | |- | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* 100% crit chance. | * 100% crit chance. | ||
− | * 25% faster | + | * 25% faster fire rate. |
* Flares are only 35% of normal speed. | * Flares are only 35% of normal speed. | ||
|- | |- | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* 100% crit chance. | * 100% crit chance. | ||
− | * 25% faster | + | * 25% faster fire rate. |
− | * | + | * 30% faster projectile speed. |
|- | |- | ||
| style="border:1px solid #333;" rowspan="4"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman''' | | style="border:1px solid #333;" rowspan="4"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman''' | ||
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| style="border:1px solid #333;" | [[Ali Baba's Wee Booties]]<br>[[Splendid Screen]]<br>[[Persian Persuader]]<br>[[Sultan's Ceremonial]] | | style="border:1px solid #333;" | [[Ali Baba's Wee Booties]]<br>[[Splendid Screen]]<br>[[Persian Persuader]]<br>[[Sultan's Ceremonial]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * More health and faster shield recharge rate than Type 1 | + | * More health and faster shield recharge rate than Type 1. |
| style="border:1px solid #333;" | 200 | | style="border:1px solid #333;" | 200 | ||
|- | |- | ||
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* Much faster firing speed. | * Much faster firing speed. | ||
* 50% smaller clip size. | * 50% smaller clip size. | ||
+ | *Much slower reload speed. | ||
| style="border:1px solid #333;" | 175 | | style="border:1px solid #333;" | 175 | ||
|- | |- | ||
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| style="border:1px solid #333;" | [[Deflector]]<br>[[U-clank-a]] | | style="border:1px solid #333;" | [[Deflector]]<br>[[U-clank-a]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Similar attributes to regular | + | * Similar attributes to regular Heavy Robots. |
* Can shoot down projectiles such as rockets and grenades. | * Can shoot down projectiles such as rockets and grenades. | ||
|- | |- | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Runs faster than other Heavy robots, at 99.67% speed. | * Runs faster than other Heavy robots, at 99.67% speed. | ||
− | * All damage taken is in the form of | + | * All damage taken is in the form of Mini-Crits. |
* Attacks alongside Heavyweight Champs (Type 1), in smaller quantities. | * Attacks alongside Heavyweight Champs (Type 1), in smaller quantities. | ||
* Attacks only with melee. | * Attacks only with melee. | ||
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* Can heal other robots, building up ÜberCharge at a far faster rate. | * Can heal other robots, building up ÜberCharge at a far faster rate. | ||
* Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled. | * Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled. | ||
− | * Spawns with | + | * Spawns with full ÜberCharge and will activate it as soon as its healing target's health is reduced to 60% of their maximum health or it's when damaged below 54 health. |
* When separated from its healing target, it will pull out a Syringe Gun and fire at players. | * When separated from its healing target, it will pull out a Syringe Gun and fire at players. | ||
| style="border:1px solid #333;" | 150 | | style="border:1px solid #333;" | 150 | ||
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| style="border:1px solid #333;" | [[Huntsman]] | | style="border:1px solid #333;" | [[Huntsman]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Can fire arrows that quickly charge to do more damage | + | * Can fire arrows that quickly charge to do more damage. |
* Inaccurate from a distance. | * Inaccurate from a distance. | ||
* Can appear in a primary role, unlike other Sniper robots. | * Can appear in a primary role, unlike other Sniper robots. | ||
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| style="border:1px solid #333;" | [[Sydney Sleeper]] | | style="border:1px solid #333;" | [[Sydney Sleeper]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Shoots [[Jarate]]-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a | + | * Shoots [[Jarate]]-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a Mini-Crit. |
* Cannot headshot. | * Cannot headshot. | ||
| style="border:1px solid #333;" rowspan="2"| 125 | | style="border:1px solid #333;" rowspan="2"| 125 | ||
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| style="border:1px solid #333;" | [[Force-A-Nature]]<br>[[Fed-Fightin' Fedora]]<br>[[Bolt Boy]] | | style="border:1px solid #333;" | [[Force-A-Nature]]<br>[[Fed-Fightin' Fedora]]<br>[[Bolt Boy]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Greater knockback power which can repel attacks. | + | * Greater knockback power and pellet count which can repel attacks. |
− | * Moves slightly faster than a normal Scout. | + | *Decreased damage, reload speed, and pellet spread. |
+ | *Limited sight range. | ||
+ | *Moves slightly faster than a normal Scout. | ||
|- | |- | ||
| style="border:1px solid #333;" | {{Robot icon|Scout jumping|giant|alt=Giant Jumping Sandman Scout|link=Scout Robot#Giant Jumping Sandman Scout}} '''[[Scout Robot#Giant Jumping Sandman Scout|Giant Jumping Sandman Scout]]''' | | style="border:1px solid #333;" | {{Robot icon|Scout jumping|giant|alt=Giant Jumping Sandman Scout|link=Scout Robot#Giant Jumping Sandman Scout}} '''[[Scout Robot#Giant Jumping Sandman Scout|Giant Jumping Sandman Scout]]''' | ||
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* Can use the Sandman's stun ability. | * Can use the Sandman's stun ability. | ||
* Moves as fast as a regular Scout. | * Moves as fast as a regular Scout. | ||
+ | *Recharges its baseballs ten times as fast. | ||
| style="border:1px solid #333;" rowspan="2"|1600 | | style="border:1px solid #333;" rowspan="2"|1600 | ||
|- | |- | ||
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| style="border:1px solid #333;" | [[Bonk! Atomic Punch]]<br>[[Bat]]<br>[[Bonk Helm]] | | style="border:1px solid #333;" | [[Bonk! Atomic Punch]]<br>[[Bat]]<br>[[Bonk Helm]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * | + | * Uses their Bonk! to run through the area while invincible for a few seconds. |
− | * Their | + | * Their Bonk's recharge rate is increased by 45%. |
* Moves as fast as a regular Scout. | * Moves as fast as a regular Scout. | ||
|- | |- | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Very fast recharge rate | * Very fast recharge rate | ||
− | * | + | * Moves 25% slower |
| style="border:1px solid #333;" | 3000 | | style="border:1px solid #333;" | 3000 | ||
|- | |- | ||
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| style="border:1px solid #333;" | {{Robot icon|Soldier buff|giant|alt=Giant Buff Banner Soldier|link=Soldier Robot#Giant Buff Banner Soldier}} '''[[Soldier Robot#Giant Buff Banner Soldier|Giant Buff Banner Soldier]]''' | | style="border:1px solid #333;" | {{Robot icon|Soldier buff|giant|alt=Giant Buff Banner Soldier|link=Soldier Robot#Giant Buff Banner Soldier}} '''[[Soldier Robot#Giant Buff Banner Soldier|Giant Buff Banner Soldier]]''' | ||
| style="border:1px solid #333;" rowspan="3"| | | style="border:1px solid #333;" rowspan="3"| | ||
− | * Will | + | * Will spawn with full rage and buff immediately. |
* 9x buff duration. | * 9x buff duration. | ||
|- | |- | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Improved blast radius, reload rate, clip size, and firing speed. | * Improved blast radius, reload rate, clip size, and firing speed. | ||
+ | *Decreased damage and 4 degree rocket spread. | ||
* Rockets knock players back very far. | * Rockets knock players back very far. | ||
|- | |- | ||
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* Fires 3 rockets at once. | * Fires 3 rockets at once. | ||
* Rockets have a large blast radius and heal 1000 HP each. | * Rockets have a large blast radius and heal 1000 HP each. | ||
+ | *Decreased damage, reload speed, and projectile speed. | ||
| style="border:1px solid #333;" rowspan="2"| 4200 | | style="border:1px solid #333;" rowspan="2"| 4200 | ||
|- | |- | ||
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* 2.0x damage dealt | * 2.0x damage dealt | ||
* 100% crit chance | * 100% crit chance | ||
− | * Improved firing speed, reload speed, clip size | + | * Improved firing speed, reload speed, clip size. |
+ | *Decreased projectile speed. | ||
|- | |- | ||
| style="border:1px solid #333;" | {{Robot icon|soldier sergeant crits|giant|alt=Sergeant Crits|link=Soldier Robot#Sergeant Crits}} '''[[Soldier Robot#Sergeant Crits|Sergeant Crits]]''' | | style="border:1px solid #333;" | {{Robot icon|soldier sergeant crits|giant|alt=Sergeant Crits|link=Soldier Robot#Sergeant Crits}} '''[[Soldier Robot#Sergeant Crits|Sergeant Crits]]''' | ||
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* Regenerates health | * Regenerates health | ||
* 100% crit chance | * 100% crit chance | ||
− | * Improved damage, firing speed, reload | + | * Improved damage, firing speed, reload speed, clip size. |
* Releases a slow-moving wall of rockets at players. | * Releases a slow-moving wall of rockets at players. | ||
|- | |- | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Extremely large | * Extremely large | ||
− | * Improved | + | * Improved firing speed, reload speed, clip size, and blast radius. |
* Rockets knock back players very far. | * Rockets knock back players very far. | ||
|- | |- | ||
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| style="border:1px solid #333;" | [[Detonator]]<br>[[Old Guadalajara]] | | style="border:1px solid #333;" | [[Detonator]]<br>[[Old Guadalajara]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Shoots deadly accurate shots with the Detonator. | + | * Shoots deadly accurate shots very quickly with the Detonator. |
|- | |- | ||
| style="border:1px solid #333;" rowspan="5"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman''' | | style="border:1px solid #333;" rowspan="5"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman''' | ||
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| style="border:1px solid #333;" | {{Robot icon|Demo burst|giant|alt=Giant Burst Fire Demo|link=Demoman Robot#Giant Burst Fire Demo}} '''[[Demoman Robot#Giant Burst Fire Demo|Giant Burst Fire Demo]]''' | | style="border:1px solid #333;" | {{Robot icon|Demo burst|giant|alt=Giant Burst Fire Demo|link=Demoman Robot#Giant Burst Fire Demo}} '''[[Demoman Robot#Giant Burst Fire Demo|Giant Burst Fire Demo]]''' | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Increased clip size | + | * Increased clip size and reload speed. |
* Fires extremely fast | * Fires extremely fast | ||
| style="border:1px solid #333;" | 3300 | | style="border:1px solid #333;" | 3300 | ||
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| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
* Extremely large | * Extremely large | ||
− | * | + | * Heavily increased damage and 100% crit chance |
* Explosion is larger, knocks back players and uses a larger explosion effect | * Explosion is larger, knocks back players and uses a larger explosion effect | ||
* Decreased clip size, projectile speed and reload rate | * Decreased clip size, projectile speed and reload rate | ||
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* 50% Damage Bonus | * 50% Damage Bonus | ||
* 70% Knockback resistance | * 70% Knockback resistance | ||
− | |||
* Limited sight range | * Limited sight range | ||
| style="border:1px solid #333;" rowspan="4"| 5000 | | style="border:1px solid #333;" rowspan="4"| 5000 | ||
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| style="border:1px solid #333;" | [[Shotgun]] | | style="border:1px solid #333;" | [[Shotgun]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Faster reload speed and | + | * Faster reload speed and ten times more pellets per shot |
* Can instantly kill a player in one shot | * Can instantly kill a player in one shot | ||
* Can shoot down projectiles | * Can shoot down projectiles | ||
* Moves at 70% speed | * Moves at 70% speed | ||
* Less damage and slower firing speed | * Less damage and slower firing speed | ||
+ | *Limited sight range. | ||
|- | |- | ||
| style="border:1px solid #333;" | {{Robot icon|Heavy deflector|giant|alt=Giant Deflector Heavy|link=Heavy Robot#Giant Deflector Heavy}} '''[[Heavy Robot#Giant Deflector Heavy|Giant Deflector Heavy]]''' | | style="border:1px solid #333;" | {{Robot icon|Heavy deflector|giant|alt=Giant Deflector Heavy|link=Heavy Robot#Giant Deflector Heavy}} '''[[Heavy Robot#Giant Deflector Heavy|Giant Deflector Heavy]]''' | ||
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| style="border:1px solid #333;" | [[Fists of Steel]]<br>[[War Head]] | | style="border:1px solid #333;" | [[Fists of Steel]]<br>[[War Head]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Extremely large | + | * Extremely large. |
− | * Regenerates health | + | * Regenerates health. |
− | * Resistant to ranged damage, weak to melee damage | + | * Resistant to ranged damage, weak to melee damage. |
− | + | * Deals heavily increased damage, improved firing speed. | |
− | * Deals | ||
| style="border:1px solid #333;" | 60000 | | style="border:1px solid #333;" | 60000 | ||
|- | |- | ||
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| style="border:1px solid #333;" | [[Deflector]]<br>[[Tungsten Toque]] | | style="border:1px solid #333;" | [[Deflector]]<br>[[Tungsten Toque]] | ||
| style="border:1px solid #333;" | | | style="border:1px solid #333;" | | ||
− | * Extremely large | + | * Extremely large. |
− | * Can shoot down projectiles | + | * Can shoot down projectiles. |
− | * +8000 health restored on kill | + | * +8000 health restored on kill. |
+ | *Limited sight range. | ||
| style="border:1px solid #333;" | 70000 | | style="border:1px solid #333;" | 70000 | ||
|- | |- | ||
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|} | |} | ||
− | ===[[Tank Robot | + | ===[[Tank Robot]]=== |
− | Noted as "???" in the official Mann vs. Machine update page, the | + | Noted as "???" in the official Mann vs. Machine update page, the Tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method (though it can kill players and other robots via crushing between walls or props while turning). It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final Tank in every mission features black and white stripes. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Machine | ! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Machine | ||
Line 628: | Line 635: | ||
* Deals no damage. | * Deals no damage. | ||
* Will deploy a bomb once at the bomb hatch. | * Will deploy a bomb once at the bomb hatch. | ||
− | | style="border:1px solid #333;" | Anywhere between 10000 and 60000 on official maps, based on the length of the path the | + | | style="border:1px solid #333;" | Anywhere between 10000 and 60000 on official maps, based on the length of the path the Tank must travel and its intended difficulty |
|} | |} | ||
Line 701: | Line 708: | ||
==Bugs== | ==Bugs== | ||
*When a robot is forced to laugh from the [[Holiday Punch]], the player can hear the laughter, but there is only an animation for the [[Engineer Robot]]. When laughing, they still have the ability to move, but cannot fire their weapons. | *When a robot is forced to laugh from the [[Holiday Punch]], the player can hear the laughter, but there is only an animation for the [[Engineer Robot]]. When laughing, they still have the ability to move, but cannot fire their weapons. | ||
− | *Hitting a Sentry Buster with the [[Holiday Punch]] in the back | + | *Hitting a Sentry Buster with the [[Holiday Punch]] in the back used to cause him to stand still for a few seconds and then explode. This could have been used to prevent an Engineer from rebuilding/protecting his Sentry Gun. |
==Trivia== | ==Trivia== | ||
* Unlike the regular [[classes]], who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving. | * Unlike the regular [[classes]], who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving. | ||
− | * All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the [[Heavy Robot]], whose | + | * All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the [[Heavy Robot]] and the [[Sniper Robot]], whose jaws moves up and down. |
** All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts). | ** All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts). | ||
− | *The Soldier | + | *The Soldier and Demoman robots appear to use the regular human idle animations when they use some melee weapons, rather than the jittery idle animations used by the other robots. |
* The programming for the Bomb is similar to that of the [[Intelligence]], and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb. | * The programming for the Bomb is similar to that of the [[Intelligence]], and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb. | ||
− | * Robots wearing robot hats (such as the [[Scout Robot|Scout robot]] and [[Sniper Robot|Sniper robot]]) wear the | + | * Robots wearing robot hats (such as the [[Scout Robot|Scout robot]] and [[Sniper Robot|Sniper robot]]) wear the BLU version of their headgear. If set to equip the actual headgear (in these cases, [[Robot Running Man]] and [[Bolted Bushman]] respectively), they will have a bluer tint on their hats. |
− | * Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for these gigantic robots despite | + | * Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for most of these gigantic robots despite their head proportions. |
** They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines. | ** They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines. | ||
* Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the [[Mecha Update]]. | * Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the [[Mecha Update]]. |
Revision as of 09:23, 28 December 2015
This article is about Gray Mann's mechanical army. For the music track, see ROBOTS! For other uses, see Robot.
“ | The robots are at our doorstep, men, and trust me – they are not going to be asking for a cup of sugar. No! These monsters are going to break down our doors, take our sugar, and sprinkle it on our graves!
— The Soldier
|
” |
Robots are the enemies fought in Mann vs. Machine, during missions. They were created by Gray Mann in order to destroy everything created by Mann Co.
Contents
[hide]Gameplay
Regular robots function nearly identically to the players, being operated by bots, whilst special robots exist that use non-Stock weapons, and other forms of robots exist with abilities and directives that no class normally possesses. Unlike players, robots can notably be sapped, temporarily disabling them often in groups, or in the case of giant robots, slowing them. As noted by Miss Pauling, they run on money, and they drop it when destroyed, allowing players to use that money to upgrade their weapons or buy a Power Up Canteen. Robots follow a set path to the bomb hole, marked by glowing blue arrows before each wave, though they may stray off that path if the bomb carrier is pushed away or to pursue a player. Robots will occasionally taunt after killing a player, and the bomb carrier will always taunt to receive its buff. Robots have an infinite supply of ammo, do not drop their weapons as pickups on death, and cannot collect health and ammo pickups. Robots also never randomly Crit, although some have a means of gaining the Critboost effect.
One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the Sentry Buster and the Tank (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost.
Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying Teleporters if they are not in the way. They are also completely oblivious to cloaked and disguised Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do, however, always notice when a Spy is on fire.
Robots can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to cluster in front.
Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the HUD indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with an accompanying sound cue, and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter.
Stages | Upgrades | Time Interval (Seconds) |
---|---|---|
First stage | Defensive buff, shared with all nearby robots | 5 |
Second stage | 45 health regenerated per second | 15 |
Final stage | Full crits all the time | 15 |
In each map there are areas, inaccessible to players, where the robots spawn and make their way into the playable area. While in this area, the robots are invulnerable (showing an ÜberCharge-like effect if attacked), immune to knockback, are unable to attack (although they may use their support items such as the Buff Banner), and the bomb carrier's meter will not charge.
Types
The standard robot set is designed off of each of the mercenaries employed under Blutarch and Redmond Mann and share their basic abilities. Regular robots are equipped with the stock loadout of the classes. Über Medics are not noted as regular robots, despite the fact that they use their Stock weapons.
Regular Robots
Machine Class | Equipped with | Abilities/Notes | Health |
---|---|---|---|
Scout | Scattergun Bat |
|
125 |
Soldier | Rocket Launcher |
|
200 |
Pyro | Flame Thrower |
|
175 |
Demoman | Grenade Launcher |
|
175 |
Heavy | Minigun |
|
300 |
Engineer | Shotgun Wrench |
|
500 or 275 |
Sniper | Sniper Rifle Kukri |
|
125 |
Spy | Revolver Sapper Knife Disguise Kit Invisibility Watch |
|
125 |
Variants
A number of variants based on the standard robots exist; their defining characteristics are based on other unlockable weapons rather than the signature Stock weapons. They are represented by a unique name and icon. Each special robot has the advantages and disadvantages of the original class it is based on, unless noted.
Machine Class | Name | Special Weapon | Abilities/Notes | Health |
---|---|---|---|---|
Scout | Minor League Scout | Sandman Batter's Helmet |
|
125 |
Hyper League Scout | Sandman Batter's Helmet |
| ||
Bonk Scout | Bonk! Atomic Punch Bonk Helm |
| ||
Force-A-Nature Scout | Force-A-Nature Fed-Fightin' Fedora Bolt Boy |
| ||
Jumping Sandman Scout | Sandman Hanger-On Hood Flight of the Monarch |
| ||
Shortstop Scout | Shortstop |
| ||
Soldier | Buff Soldier | Buff Banner |
|
200 |
Extended Buff Soldier |
| |||
Extended Backup Soldier | Battalion's Backup | |||
Extended Conch Soldier | Concheror | |||
Black Box Soldier | Black Box |
| ||
Liberty Launcher Soldier | Liberty Launcher |
| ||
Pyro | Flare Pyro | Flare Gun, Detonator |
|
175 |
Pyro Pusher | Scorch Shot |
| ||
Fast Scorch Shot | Scorch Shot |
| ||
Demoman | Demoknight (Type 1) | Eyelander Chargin' Targe |
|
150 |
Demoknight (Type 2) | Ali Baba's Wee Booties Splendid Screen Persian Persuader Sultan's Ceremonial |
|
200 | |
Burst Fire Demoman | Grenade Launcher |
|
175 | |
Samurai Demo | Splendid Screen Half-Zatoichi Samur-Eye |
|
650 | |
Heavy | Heavy Shotgun | Shotgun |
|
300 |
Deflector Heavy | Deflector U-clank-a |
| ||
Heavyweight Champ (Type 1) | Killing Gloves of Boxing Pugilist's Protector |
| ||
Heavyweight Champ (Type 2) | Gloves of Running Urgently |
| ||
Steel Gauntlet | Fists of Steel |
|
900 | |
Steel Gauntlet Pusher | Fists of Steel Carl |
| ||
Heavy Mittens | Holiday Punch |
|
60 | |
Medic | Quick-Fix Medic | Quick-Fix Syringe Gun |
|
150 |
Über Medic | Medi Gun Syringe Gun |
|
150 | |
Sniper | Bowman | Huntsman |
|
125 |
Rapid Fire Bowman | Huntsman |
|
1200 | |
Sydney Sniper | Sydney Sleeper |
|
125 | |
Razorback Sniper | Razorback |
|
Giant Robots
Giant Robots are notably larger than other robots. They can only be slowed by a Sapper rather than destroyed by it, and they cannot be killed or even damaged by a backstab unless the knife is upgraded. They sport significantly more health than other robots, but move at half speed. Unlike regular robots, they are not slowed at all while carrying the bomb. Their presence in a wave is noted by a red background behind their class symbol in the pre-wave overhead. Giant Robots that carry the bomb do not receive buffs for it. All Giant Robots also have resistance to knock back.
Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, Medic, and Heavy. Multiple Giant Robots can occur in a single wave, either of the same class or not.
Machine Class | Name | Equipped with | Abilities | Health |
---|---|---|---|---|
Scout | Super Scout | Holy Mackerel Bonk Boy |
|
1200 |
Force-A-Nature Super Scout | Force-A-Nature Fed-Fightin' Fedora Bolt Boy |
| ||
Giant Jumping Sandman Scout | Sandman Hanger-On Hood Flight of the Monarch |
| ||
Major League Scout | Sandman Batter's Helmet Essential Accessories |
|
1600 | |
Giant Bonk Scout | Bonk! Atomic Punch Bat Bonk Helm |
| ||
Armored Giant Sandman Scout | Sandman Batter's Helmet |
|
3000 | |
Soldier | Giant Soldier | Rocket Launcher |
|
3800 |
Giant Buff Banner Soldier |
| |||
Giant Battalion Soldier | ||||
Giant Concheror Soldier | ||||
Giant Rapid Fire Soldier |
| |||
Giant Burst Fire Soldier (Type 1) |
| |||
Giant Charged Soldier | Original |
| ||
Giant Blast Soldier | Liberty Launcher |
| ||
Colonel Barrage | Rocket Launcher |
|
4000 | |
Giant Black Box Soldier | Black Box |
|
4200 | |
Giant Burst Fire Soldier (Type 2) | Rocket Launcher |
| ||
Sergeant Crits |
|
60000 | ||
Major Crits |
| |||
Chief Blast Soldier | Liberty Launcher |
| ||
Pyro | Giant Pyro | Flamethrower |
|
3000 |
Giant Flare Pyro | Detonator Old Guadalajara |
| ||
Demoman | Giant Rapid Fire Demoman | Grenade Launcher |
|
3300 (Type 1) or 3000 (Type 2) |
Giant Burst Fire Demo |
|
3300 | ||
Giant Demoknight | Ali Baba's Wee Booties Chargin' Targe Eyelander |
|
3300 | |
Major Bomber | Grenade Launcher Prince Tavish's Crown |
|
40000 | |
Sir Nukesalot | Loose Cannon |
|
50000 | |
Heavy | Giant Heavy | Minigun |
|
5000 |
Giant Shotgun Heavy | Shotgun |
| ||
Giant Deflector Heavy | Deflector U-clank-a |
| ||
Giant Heater Heavy | Huo-Long Heater |
| ||
Captain Punch | Fists of Steel War Head |
|
60000 | |
Giant Heal-on-Kill Heavy | Deflector Tungsten Toque |
|
70000 | |
Medic | Giant Medic | Quick-Fix |
|
4500 |
Sentry Buster
The Sentry Buster is literally a bomb on legs. It is never predetermined to spawn during a wave, and only spawns if an Engineer is doing significant damage with his Sentry Gun to the robot horde. Its arrival is announced by a ticking theme, a HUD notification, and an announcement from the Administrator. If the team has multiple Engineers with Sentry Guns, a Sentry Buster can spawn for each problematic Sentry Gun. An exploding Sentry Buster damages everything within range, including other robots. When it reaches a Sentry Gun, a sentry buster will crouch and begin to spin. During this short period, an Engineer can and should pick up his Sentry Gun and run away with it. The sentry buster will not pursue, and he can escape with his sentry intact.
Machine | Based on | Notes | Health |
---|---|---|---|
Sentry Buster | Demoman |
|
2500 |
Tank Robot
Noted as "???" in the official Mann vs. Machine update page, the Tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method (though it can kill players and other robots via crushing between walls or props while turning). It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final Tank in every mission features black and white stripes.
Machine | Notes | Health |
---|---|---|
Tank |
|
Anywhere between 10000 and 60000 on official maps, based on the length of the path the Tank must travel and its intended difficulty |
Related achievements
Mann vs. Machievements
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Gallery
The full Mann vs. Machine Day 1: Machines update page.
Giant Robots, seen on the Mann vs. Machine Day 1: Machines page.
A diagram of a robotic Scout, seen in the Engineer Update.
Unused content
- RED versions of all of the robots (besides the Tank and Sentry Buster) can be found in the game files.
- There is an unused Gatebot helmet in the files, which resembles a Payload bomb with lights on the eyes, sides and on top. There are also three Gatebot lights specific to the Medic Robot. One adds a light to the chest and the back of the head, one adds a similar set of lights, but with more metal around them, and the other one adds two lights to the ear section of the head. The final Gatebot light also puts a light with a small cable hanging off of it, made to resemble a fez, on top of the head.
- Below is the list of all robots that appear in the game's files, but are unused.
Scout Robot
Scout
Icon | Name | Melee | Attributes |
---|---|---|---|
Scout | Holy Mackerel |
— |
Wrap Assassin
Icon | Name | Melee | Attributes |
---|---|---|---|
Wrap Assassin | Wrap Assassin |
— |
Giant Scout
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Scout | Scattergun |
1,600 HP +30% knockback resistance |
Major League
Icon | Name | Melee | Hat | Misc 1 | Misc 2 | Attributes |
---|---|---|---|---|---|---|
Major League | Sandman |
Cockfighter |
Summer Shades |
Boston Boom-Bringer |
10,000 HP +800% move speed |
Pyro Robot
Giant Airblast Pyro
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
Giant Airblast Pyro | Degreaser |
Dead Cone |
3,000 HP +400% airblast force +40% knockback resistance -99.5% damage penalty -50% move speed |
Chief Pyro
Icon | Name | Primary | Attributes |
---|---|---|---|
Chief Pyro | Flame Thrower |
55,000 HP +100% airblast force +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Demoman Robot
Chief Tavish
Icon | Name | Primary | Secondary | Melee | Hat | Attributes |
---|---|---|---|---|---|---|
Chief Tavish | Ali Baba's Wee Booties |
Chargin' Targe |
Eyelander |
Prince Tavish's Crown |
55,000 HP +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Heavy Robot
Heavy Mittens
Icon | Name | Melee | Hat | Misc | Attributes |
---|---|---|---|---|---|
Heavy Mittens | Holiday Punch |
Point and Shoot |
All-Father |
35% smaller in size
100% crit chance |
Giant Heavy
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Heavy | Natascha |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Giant Heavy
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Heavy | Brass Beast |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Super Heavyweight Champ
Icon | Name | Melee | Hat | Attributes |
---|---|---|---|---|
Super Heavyweight Champ | Killing Gloves of Boxing |
Pugilist's Protector |
5,000 HP +70% knockback resistance +20% damage bonus +40% attack rate -50% move speed |
Sniper Robot
Jarate Master
Icon | Name | Secondary | Hat | Attributes |
---|---|---|---|---|
Jarate Master | Jarate |
Desert Marauder |
+90% recharge rate Game files indicate it was cut for not having working animations |
Bugs
- When a robot is forced to laugh from the Holiday Punch, the player can hear the laughter, but there is only an animation for the Engineer Robot. When laughing, they still have the ability to move, but cannot fire their weapons.
- Hitting a Sentry Buster with the Holiday Punch in the back used to cause him to stand still for a few seconds and then explode. This could have been used to prevent an Engineer from rebuilding/protecting his Sentry Gun.
Trivia
- Unlike the regular classes, who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
- All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the Heavy Robot and the Sniper Robot, whose jaws moves up and down.
- All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
- The Soldier and Demoman robots appear to use the regular human idle animations when they use some melee weapons, rather than the jittery idle animations used by the other robots.
- The programming for the Bomb is similar to that of the Intelligence, and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb.
- Robots wearing robot hats (such as the Scout robot and Sniper robot) wear the BLU version of their headgear. If set to equip the actual headgear (in these cases, Robot Running Man and Bolted Bushman respectively), they will have a bluer tint on their hats.
- Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for most of these gigantic robots despite their head proportions.
- They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines.
- Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the Mecha Update.
External links
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